173 body = drawPlayer.
body;
214 bool ghost = drawPlayer.
ghost;
230 int head = drawPlayer.
head;
231 int wings = drawPlayer.
wings;
244 int eocDash = drawPlayer.
eocDash;
249 if (drawPlayer.
invis)
252 int aggro = drawPlayer.
aggro;
261 if (armorEffectDrawOutlines)
263 if (!armorEffectDrawOutlines)
267 if (!armorEffectDrawOutlines)
269 float ghostDir = drawPlayer.
ghostDir;
296 float gfxOffY = drawPlayer.
gfxOffY;
338 if (!drawPlayer.
dead)
348 int height = drawPlayer.
height;
359 bool wet = drawPlayer.
wet;
374 int height = drawPlayer.
height;
class f__AnonymousType0<< Count > j__TPar
static void PopClippedImageRegion()
static void DrawPlayer_03_PortableStool(PlayerDrawSet drawinfo)
static void DrawPlayer_09_Wings(PlayerDrawSet drawinfo)
static void DrawPlayer_01_3_BackHead(PlayerDrawSet drawinfo)
static void DrawPlayer_23_MountFront(PlayerDrawSet drawinfo)
static void DrawPlayer_27_HeldItem(PlayerDrawSet drawinfo)
static void DrawPlayer_extra_MountPlus(PlayerDrawSet drawinfo)
static void DrawPlayer_14_Shoes(PlayerDrawSet drawinfo)
static void DrawPlayer_11_Balloons(PlayerDrawSet drawinfo)
static void DrawPlayer_02_MountBehindPlayer(PlayerDrawSet drawinfo)
static void DrawPlayer_extra_TorsoPlus(PlayerDrawSet drawinfo)
static void DrawPlayer_06_WebbedDebuffBack(PlayerDrawSet drawinfo)
static void DrawPlayer_extra_TorsoMinus(PlayerDrawSet drawinfo)
static void DrawPlayer_01_2_JimsCloak(PlayerDrawSet drawinfo)
static void DrawPlayer_08_1_Tails(PlayerDrawSet drawinfo)
static void DrawPlayer_05_2_SafemanSun(PlayerDrawSet drawinfo)
static void DrawPlayer_07_LeinforsHairShampoo(PlayerDrawSet drawinfo)
static void DrawPlayer_10_BackAcc(PlayerDrawSet drawinfo)
static void DrawPlayer_13_Leggings(PlayerDrawSet drawinfo)
static void DrawPlayer_01_BackHair(PlayerDrawSet drawinfo)
static void DrawPlayer_extra_MountMinus(PlayerDrawSet drawinfo)
static void DrawPlayer_05_ForbiddenSetRing(PlayerDrawSet drawinfo)
static void DrawPlayer_03_Carpet(PlayerDrawSet drawinfo)
static void DrawPlayer_04_ElectrifiedDebuffBack(PlayerDrawSet drawinfo)
static void DrawPlayer_12_Skin(PlayerDrawSet drawinfo)
static void DrawPlayer_08_Backpacks(PlayerDrawSet drawinfo)
static void DrawPlayer_26_SolarShield(PlayerDrawSet drawinfo)
readonly List< int > _gore
void DrawPlayer(Camera camera, Player drawPlayer, Vector2 position, float rotation, Vector2 rotationOrigin, float shadow=0f, float scale=1f, [Optional] Vector2[] positionalOffsets)
readonly List< int > _dust
static SamplerState MountedSamplerState
readonly DrawData[] _drawData
void DrawPlayers(Camera camera, IEnumerable< Player > players)
static LegacyPlayerRenderer()
static void DrawPlayer_MountTransformation(PlayerDrawSet drawInfo)
void DrawPlayerFull(Camera camera, Player drawPlayer)
void DrawPlayerStoned(Camera camera, Player drawPlayer, Vector2 position)
void RenderOutlines(int count, float alpha, float scale, Color borderColor)
void DrawPlayerHead(Camera camera, Player drawPlayer, Vector2 position, float alpha=1f, float scale=1f, [Optional] Color borderColor)
static void DrawPlayer_UseNormalLayers(PlayerDrawSet drawInfo)
void DrawGhost(Camera camera, Player drawPlayer, Vector2 position, float shadow=0f)
static Vector2[] OutlineOffsets
static Microsoft.Xna.Framework.Vector2 screenPosition
bool armorEffectDrawShadowEOCShield
Microsoft.Xna.Framework.Vector2 bodyPosition
bool armorEffectDrawShadowSubtle
Microsoft.Xna.Framework.Vector2[] itemFlamePos
Microsoft.Xna.Framework.Vector2[] shadowPos
bool armorEffectDrawOutlines
Microsoft.Xna.Framework.Vector2[] shadowOrigin
Microsoft.Xna.Framework.Vector2 fullRotationOrigin
bool armorEffectDrawShadow
bool armorEffectDrawShadowLokis
bool armorEffectDrawShadowBasilisk